Gaming system having multiple player simultaneous display/input device

ABSTRACT

A game table having a multiplayer interactive display/input device which enables multiple players to simultaneously play primary or base wagering games and/or secondary or bonus games using the display/input device. The display/input device enables multiple players to simultaneously interact with the game table and the various games using the same display/input device. The game table enables multiple players to manipulate displayed objects (such as virtual cards or other game symbols) displayed by the display/input device at the same time. This enables the display/input device to simultaneously display the same game to multiple players in an integrated seamless manner without the need for multiple different sets of display devices and input devices for each of the players.

PRIORITY

This application is a non-provisional of, claims the benefit of andpriority to U.S. Provisional Application No. 60/986,870, filed Nov. 9,2007, the entire contents of which is incorporated herein by reference.

BACKGROUND

Known proposed wagering game tables are not able to create asufficiently real life table gaming experience in which multiple playersplay in a same gaming area and share game play and other experiences.While proposed wagering game tables offer certain advantages in terms ofgame flexibility and heightened graphics, proposed game tables separatethe players from one another using individual gaming devices orindividual display screens (with separate touch screens or other inputdevices) for each player. One primary reason for this is that theseseparate player stations enable each of the players to make inputs(using their own separate touch screen or other input devices) at thesame time or at nearly the same time. While certain game tables usingso-called multi-touch systems have been proposed, these game tables donot fully provide a real life table gaming experience for multipleplayers.

Accordingly, a need exists for improved gaming systems that enablemultiple players to simultaneously play shared integrated games moreinteractively and which provide a more real life table gamingexperience.

SUMMARY

Various embodiments of the gaming system of the present disclosureprovide a game table having a multiplayer interactive display/inputdevice which enables multiple players to simultaneously play primary orbase wagering games and/or secondary or bonus games. The display/inputdevice enables multiple players to simultaneously interact with thegaming system, the game table and the various games using a common orthe same display/input device. For example, the game table enablesmultiple players to manipulate displayed objects (such as cards or othergame symbols) displayed by the display/input device at the same time.That is, the display/input device of the game table is configured toaccept multiple inputs (such as touch inputs) from multiple playerssimultaneously. This enables the display/input device to simultaneouslydisplay the same game to multiple players in an integrated seamlessmanner without the need for multiple different sets of display devicesand input devices for each player as in numerous previously proposedgame tables. Thus, in the preferred embodiment, the game table has asingle multiplayer display/input device which all of the players use toplay the game(s).

The display/input device in various embodiments is additionallyconfigured to sense actions or movements made close to the surface ofthe display/input device. Thus, for example, in certain embodiments, thedisplay/input device can discern between (a) the waving of a player'shand back and forth relative to the display/input device as one type ofinput by the player, and (b) a vertical movement of the player's hand upand down relative to the display/input device as a different type ofinput by the player. In various embodiments, the display/input device isconfigured to do this for multiple players at the same time.

Additionally, in various embodiments, the display/input device of thegame table is configured to interact with one or more external objectssuch as external physical input devices (besides a player's hand) asdescribed below.

These abilities to display multiple game functions and game symbols tomultiple players at the same time on one display/input device, toreceive multiple inputs from multiple players at the same time throughthe one display/input device, and to interact with external objectsprovides for seamless integrated game play much more like a live gametable while providing the security and other advantages of an automatedgaming system. This also provides for additional game play functionalityand additional player interaction functionality as further discussedbelow in accordance with the present invention.

More specifically, one suitable table for the gaming system of thepresent disclosure is provided by Microsoft Corporation, Redmond, Wash.,which uses a technology described in at least U.S. Pat. No. 7,204,428,the entire contents of which are incorporated herein by reference. Thistable is configured to simultaneously sense touches of multiple peopleand is also configured to sense coded patterns such as coded patternsapplied to objects above the display/input surface of the table. Thistable is configured to identify the inputs by people and the objectswhen placed on the surface of the display/input device. This table isalso configured to sense movements within a predefined distance abovethe table. In various embodiments of the present disclosure, the gametable includes a plurality of infrared (“IR”) video cameras on anopposite side of the display surface from the person or object. Invarious embodiments, one or more of the cameras are configured to detectreflected infrared (“IR”) light received from or reflected by the personor a coded pattern printed on or attached to the object. In variousembodiments, the coded pattern is an identifier of the object or part ofthe object as further described below. It should be appreciated that, asfurther described below, the coded pattern is passive in that the codedpattern does not send any electronic signal to the game table, but israther identified by the game table.

The present disclosure contemplates using such game tables fordisplaying game symbols (such as cards, dice, etc.) and displaying gamefunctions (such as bets required, outcomes and awards) to one or moreplayers and for enabling one or more players and/or live dealers tosimultaneously and/or sequentially interact with the game tables usingtheir hands, or using other physical objects (such as playing cards,dice, or wagering chips) or other suitable input devices.

In one example embodiment, the one display/input device displays virtualcards for and the virtual chips of each of a plurality of players. Thecameras operate with the displayed cards and displayed chips to sensewhen the displayed cards and the displayed chips are touched or moved bya player or dealer to accomplish a function in or related to a game. Theprocessing and memory controlling the game table or gaming system areconfigured for this purpose. For example, the processing and memory areconfigured to enable a displayed card to be touched by a live dealer,who slides the displayed card from a position in front of the dealer toa position in front of the player such that it can be thereafter handled(such as moved or otherwise manipulated according to game rules) by theplayer. The processing and memory thereafter enable the player tomanipulate the card in accordance with the game rules. Alternatively,the processing and memory are configured to provide a virtual dealer whodeals the cards to the players. This facilitates game play in anintegrated seamless manner between the dealer and all of the players inpart because the cards and chips are seamlessly shown or displayedmoving between the dealer and players without any interruption similarto a live game table.

In an example blackjack game embodiment, players take turns as the livedealer or virtual dealer moves across the game table. In one embodiment,the gaming system is programmed to move from player to player, makingthe current indicated player the active player and ignoring ordisallowing certain or all actions taken by other players. Thus, aplayer who is not active at a point in time can try to make an inputsuch as a “hit” or “stay” movement without actually inputting a decision(which causes an action) into the gaming system. In other words, atdesignated times the gaming system only recognizes inputs by onedesignated player and can ignore inputs by the other players. Thedisplay/input device in one embodiment indicates or highlights theactive player (such as by brightening or enlarging that active player'scards, while dulling non-active cards). This indicating or highlightinglets each player playing at the game table know which player is thecurrently active player (i.e., the player whose turn it is), whichplayer has just made a gaming decision, and which player is up next.This example embodiment shows how the game table enables the players totake turns making inputs through the same display/input device. Itshould be appreciated that the game table can also be configured toalternatively enable the two or more of the players to make such inputssimultaneously, and that a better gaming experience is provided with asingle display/input device that displays all of the desired gamefunctional elements to the players and enables the players to make suchinputs through the same display/input device.

More specifically, in one embodiment, the multiplayer simultaneousdisplay/input device enables a live dealer to “flip” a displayed card bytapping the displayed card in a particular sequence (such as twice inrapid succession), or at a particular portion of the card (such as onecorner of the card). In a virtual dealer embodiment, the displayed cardscan be flipped at designated times (such as one second after thedealer's last dealt card). In an alternative embodiment, the face-downcards are revealed automatically by a virtual dealer (such as at the endof a blackjack deal).

As alluded to above, in various embodiments, the game table enables theplayer to “hit” or “stay” by gesturing one way or the other above thedisplay/input device of the game table. Alternatively, the game tableenables the player to tap the display/input device to “hit.” In anotherembodiment, the display/input device operates to display “hit” and“stay” input areas on the game table for each player. In certainembodiments as discussed above, the employed technique is disabled foreach player until that player's turn to avoid inadvertent inputs or outof turn inputs. In other embodiments, the game table enables two or moreof the players to simultaneously make inputs.

In certain embodiments where the game table or gaming system isprogrammed to detect side to side movement (such as one movement for“stay”), the game table orients itself and inputs from each player todetect side to side movement regardless of whether the player is facingnorth, south, east or west. In this manner, the game table enablesdifferent players to play at different ones of the game table's foursides or positions (when the display/input device of the game table issquare or rectangular) or at a particular pie slice (when display/inputdevice of the game table is circular or has a semicircular end orportion).

The multiplayer game table in certain embodiments also providesinformation features accessible to the players through the display/inputdevice. For example, the game table can provide a player help feature,such as in the form of a displayed help button that appears for a playerafter a period or amount of player loss. When the player has a decisionto make (such as to “hit” or “stay”), the player can make an input usingthe displayed button after which the gaming system responds in anappropriate manner such as “odds say hit” or “odds say stay.” In otherembodiments, the game table provides other custom features for theplayers such as a “me” button that enables the players to each customizehis/her playing area by interacting with the display/input device (suchas by selecting a color, background, pictures for brightness, loudness,etc. for the player's play area).

The multiplayer game table of the present disclosure in variousembodiments provides one or more secondary or bonus games in addition tothe primary or base wagering game(s). In one embodiment, thedisplay/input device provides a single bonus game for all of theplayers. In other embodiments, the display/input device providesindividual bonus games for each of one or more of the players. Thedisplay/input device thus can be configured to enable multiple playersto play one or more bonus games simultaneously through the samedisplay/input device. In certain embodiments, the bonus games areinteractive (i.e., one or more of the players may be required to makeinputs for one or more of the bonus games.) In one such embodiment, thebonus game can be played simultaneously on the same display/input deviceby multiple players where the bonus game simultaneously interacts withthe players. For example, the gaming system employing the display/inputdevice can provide displayed or virtual items or tokens to the playersduring plays of primary games for collection by the players and for usein a bonus game. In one such example embodiment, when the bonus gamebegins, the players each move their bonus items to one or more bonusgame areas of the display/input device, after which the gaming systemassumes control of the items and uses the items in the bonus game todetermine outcomes and awards for each of the participating players.

The gaming system, in various embodiments, uses one or more randomnumber generators (“RNG”) to determine bonus outcomes. Alternatively,the gaming system uses a virtual physics engine to randomly determinethe bonus outcomes to make the game table feel more like a real gametable to the players. For example, the physics engine can mathematicallypredict where each of the player's bonus item lands (such as on a bonusdisplay such as a spinning wheel, pinball platform, or other displayedmechanical platform) based on various suitable factors (such as initialvelocity, assumed mass, volume, shape and material hardness of an item,angles at which the item hits different obstructions on the wheel,platform, etc., and speed of the wheel, platform, etc.). In suchembodiments, the bonus item therefore appears to move and bouncesubstantially as it would in a mechanical configuration. This provides amore real life feel to such games and enables the game table to providean experience more like a completely live game table. In suchembodiments, the results are randomly determined, but not by an RNG. Itshould be appreciated that when using the physics engine, the sizes,shapes and other factors of the displayed components of the gamedetermines or at least in part determines the odds and probabilities forgenerating outcomes. For example, if one section of a displayed wheel isbigger than another section, the bigger section is more likely to beselected. It should also be appreciated that such methods fordetermining outcomes can also be used in certain primary or base gamesdisplayed by the game table and in other bonus games.

The bonus game, in various embodiments, is based on or uses base gameoutcomes. For example, the gaming system in one embodiment provides abonus outcome such as a bonus ball to the player who obtains adesignated accumulation event such as the highest blackjack hand withoutbusting in a play of the primary blackjack game at the game table. Inthe case of a tie between two or more players, the gaming system canaward no bonus balls, can award both players bonus balls, can use asuitable tie breaker determination or provide another suitable solution.It should be appreciated that in the embodiments which employ a tiebreaker, the gaming system can use any suitable tie breaker such as: (a)the tied player with the highest wager wins the bonus ball, (b) the tiedplayer who has drawn the most cards in the blackjack game wins the bonusball, or (c) the tied player with the certain designated features intheir hand wins the bonus ball. It should also be appreciated that incertain embodiments the display/input device simultaneously shows eachplayer's accumulated bonus outcomes (such as bonus tokens or balls)while continuing to display plays of the primary game for each of theplayers. In further embodiments, the accumulated bonus outcomes such asbonus balls can be displayed in other suitable manners such as aftereach play of the primary game(s) or on other display devices associatedwith the game table.

Continuing with the above example, as discussed above, a high hand winsthe bonus outcome (such as the bonus token or ball) in one embodiment.In certain embodiments, this is so regardless of whether each player isplacing a side bet or not. Thus, in such embodiments, the playerscompete against other players. In other embodiments, only playersplacing a side wager or other designated wager level can win the bonusoutcome (such as the bonus token or ball). In certain such embodiments,the players compete against only the other players who have made such awager. In other embodiments, players need to beat all of the otherplayers to obtain a bonus outcome (such as a bonus token or ball). Inone such embodiment, players who did not make a designated wager can notwin a bonus outcome (such as the bonus token or ball).

Further continuing with this example embodiment, only players who placea side bet are eligible to win bonus outcomes (such as bonus tokens orballs). The gaming system in one such embodiment builds a progressivepot at least in part using side bet funds. Upon a triggering conditionor event (such as randomly determined, after a certain number of bonustokens or balls are provided to players or when the progressive potgrows to a certain size), the gaming system transfers into or enters abonus mode and the display/input device displays the bonus game insteadof the virtual blackjack or other primary game configuration. The bonusgame in this example embodiment includes a displayed bonus wheel and thedisplay/input device enables each of the players to place theiraccumulated displayed bonus outcomes (such as bonus tokens or balls) onthe displayed bonus wheel. In one embodiment, the display/input deviceenables each of the players to place their bonus outcomes (such as bonustokens or balls) on the bonus wheel by moving their outcomes (such asbonus tokens or balls) with their hands. In one embodiment, at least oneof the players can at least partially control the movement of the wheelby grabbing or touching a displayed slice or section of the displayedwheel or a displayed handle of the displayed wheel and push the slice,section or handle to impart an angular velocity to the displayed wheel.The outcomes (such as bonus tokens or balls) are displayed moving around(such as bouncing around), hitting the wheel and each other and are eacheventually displayed moving such or falling into a position such as aslot that corresponds to a particular prize or award or result. Itshould be appreciated that the result can be a losing result or a resultthat does not provide any award to the player. The gaming system thenprovides each player any designated awards corresponding to where theiroutcomes (such as bonus tokens or balls) move to or land.

It should be appreciated that playing the bonus game presents aninteresting dynamic to the underlying blackjack game in variousembodiments. For example, a player who would normally “stay” on aparticular hand may be enticed to hit to build a larger hand for thebonus token or ball. It should be appreciated from the above descriptionthat such primary and bonus games are particularly enhanced by themultiplayer game table where the players interact with the display/inputdevice.

Continuing with the above example, if less than all spots at the gametable are full, the bonus game in one embodiment uses the number ofplayers available. In certain such embodiments, the side bet is not anoption for only a single player. In alternative embodiments, thedisplay/input device plays “ghost” hands for the unfilled positions.Thus, if then game table seats four players but only two are beingplayed, the gaming system plays two “ghost hands” to fill out the gametable. This evens the odds for any number of players and alsofacilitates the situation where only a single player places the bonusside bets. It should also be appreciated that the game table can beconfigured to change the displayed player display area for each playerand any central display area based on the number of players playing thegame.

In another alternative of the above example, a number (such as three)“ghost” hands are dealt regardless of how many stations at the gametable are filled by players. Thus, if all four positions at arectangular version of the game table are filled, the gaming systemdeals seven hands. Each player that placed the side bet to qualify forbonus outcomes has to beat each of the extra “ghost” hands; although itshould be appreciated that ties amongst winners can be as discussedherein or in other suitable manners.

In one embodiment, the player can place a side bet on the player's ownhand or another player's hand. Thus, in a four player game, each playercould place a side bet on the same player's hand. In one suchembodiment, in the case of a tie, all four players receive a bonusoutcome (such as a bonus ball) if the hand they bet on wins. It shouldalso be appreciated that alternative embodiments can be employed toensure that only a designated number such as one bonus outcome isdelivered in each play of the primary game. It should be appreciatedthat in various such example embodiments, the bonus outcome could begiven to a randomly determined hand from the tied hands, or hands couldbe ranked based on card suit and rank. For example, a twenty comprisedof 2 kings could beat a twenty comprised of a jack-queen combination. Itshould be appreciated that other methods for generating bonus outcomesmay be employed.

In one alternative embodiment, the gaming system enables one or morephysical input devices to interact with the bonus game. In one suchexample embodiment, the physical input device includes a handle, a dial,or other suitable devices configured to be placed in association withthe bonus display such as in the middle of the displayed wheel. One ofthe players actuates (such by spinning) the handle to set the initialangular velocity of the displayed wheel. It should also be appreciatedthat one or more other suitable physical input devices may be employedin conjunction with the operation of the bonus game (as well as foroperation of a suitable base or primary game). It should thus beappreciated that the present disclosure contemplates providing amechanical or physical input device which is separate from the gametable or display/input device and which enables the player to interactwith the display/input device and the primary and/or secondary gamesdisplayed by the display/input device.

The gaming system in various embodiments also includes one or moreoverhead displays that interact with the game table, such as to showeach player's number of accumulated bonus outcomes (such as bonus tokensor balls) or other game elements. In certain embodiments, this frees upspace to maximize the surface for base game play on the game table. Itshould be appreciated that the gaming system can use the overheaddisplay(s) in other suitable manners.

It is therefore an advantage of gaming system of the present disclosureto provide an automated gaming system having a display/input device thatenables multiple players to play a wagering game simultaneously in aseamless integrated manner.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device that enables sequential playercontrol and gaming control of the movement of a displayed object such asa game functional element.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device that enables sequential machinecontrol and player control of the movement of a displayed object such asa game functional element.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device that enables simultaneous controlof the movement of multiple displayed objects such as game functionalelements by multiple players.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device that enables simultaneous controlof the movement of multiple displayed objects such as game functionalelements by multiple players.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device that enables sequential person toperson control of a displayed object such as game functional element.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device programmed to enable a displayedobject such as a game functional element to be flipped or otherwiserevealed.

Another advantage of the present disclosure is to provide a gamingsystem having a display/input device configured to detect differences inplayer movement for game play.

Further advantages of the present disclosure are to detect side-to-sidemovement of a player above a game table, cause the game table tore-orient itself to detect side-to-side movement regardless of whetherthe player is facing north, south east or west, and to cause the gametable that can read up and down player movement without the playerhaving to contact the game table.

Another advantage of the present disclosure is to provide a gamingsystem having a bonus game that is optional for each player, but thattakes into account game play by each player regardless of whether theyare playing the bonus.

Another advantage of the present disclosure is to provide a gamingsystem having a bonus game that the player can choose to play on certaingame plays but not on other game plays, wherein the player can stillaffect the outcome of the bonus game.

Additional features and advantages are described herein, and will beapparent from, the following Detailed Description and the figures.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 is a perspective view of one embodiment of a gaming system havinga single multiple player simultaneous display/input device game table ofthe present disclosure.

FIG. 2A is a schematic view of one embodiment for an electricalconfiguration for the multiple player simultaneous display/input devicegame table of the present disclosure.

FIG. 2B is a schematic view of one embodiment for a server basedconfiguration networking a plurality of the multiple player simultaneousdisplay/input device game tables of the present disclosure.

FIG. 3 is a perspective view of one embodiment of a gaming system havingthe multiple player simultaneous display/input device game table of thepresent disclosure operating a poker game.

FIG. 4 is a perspective view of one embodiment of a gaming system havingthe multiple player simultaneous display/input device game table of thepresent disclosure operating a keno game.

FIG. 5 is a perspective view of one embodiment of a gaming system havingthe multiple player simultaneous display/input device game table of thepresent disclosure operating a blackjack base game having a bonus game.

FIG. 6 is a perspective view of one embodiment of a gaming system havingthe multiple player simultaneous display/input device game table of thepresent disclosure operating a blackjack base game having an alternativebonus game.

FIG. 7 is a perspective view of one embodiment of a gaming system havingthe multiple player simultaneous display/input device game table of thepresent disclosure operating a bonus game.

DETAILED DESCRIPTION

Referring now to the drawings, gaming system 10 as shown in FIG. 1 isone embodiment a multiple player simultaneous display/input devicegaming system of the present disclosure. Gaming system 10 may beimplemented in various configurations including but not limited to: (1)a dedicated gaming system in which the computerized instructions forcontrolling any games (which are provided by the gaming system) areprovided with the gaming system prior to delivery to a gamingestablishment; and (2) a changeable gaming system in which thecomputerized instructions for controlling any games (which are providedby the gaming system) are downloadable to the gaming system through adata network after the gaming system is installed at a gamingestablishment.

In one embodiment, the computerized instructions for controlling anygames are executed by at least one central server, central controller,or remote host. In such a “thin client” embodiment, the central serverremotely controls any games (or other suitable interfaces), and gamingsystem is utilized to display such games (or suitable interfaces) andreceive one or more inputs or commands from one or more players.

In another embodiment, the computerized instructions for controlling anygames are communicated from the central server, central controller, orremote host to a gaming system local processing and memory. In such a“thick client” embodiment, gaming system local processing executes thecommunicated computerized instructions to control any games (or othersuitable interfaces) provided to a player.

In one embodiment, one or more gaming systems in a network of multiplegaming systems may be a thin client gaming system and one or more gamingsystem in the network may be a thick client gaming system. In anotherembodiment, certain functions of gaming system are implemented in a thinclient environment and certain other functions of gaming system areimplemented in a thick client environment. In one such embodiment,computerized instructions for controlling any primary games arecommunicated from the central server to gaming system in a thick clientconfiguration and computerized instructions for controlling anysecondary games or bonus functions are executed by a central server in athin client configuration.

The gaming system 10 includes a game table having a support structure,housing, or cabinet, which provides support for a multi-touchdisplay/input device and other features needed for a gaming machine. Itis configured so that a player can operate it while standing or sitting.It should be appreciated that the game table can be configured in othersuitable manners.

As seen additionally in FIG. 2A, gaming system 10 includes a pluralityof processors or processor bank 16, which can for example include aprimary processor in communication with a plurality of delegateprocessors. For purposes of this description, “processing 12” refers tothe entire processing apparatus and functioning, including the multipleindividual processors of bank 16. The individual processors can be anysuitable combination of microprocessors, integrated circuits orapplication-specific integrated circuits (“ASIC's”). Processing 12 is incommunication with or operable to access or to exchange signals with atleast one data storage or memory device. For purposes of thisdescription, “memory 14” refers to the entire memory or storageapparatus and its functioning, including multiple individual memorydevices. In one embodiment, processing 12 and memory 14 reside within amultiple player game table 100 that enables multiple players to inputinformation simultaneously into gaming system 10.

Memory 14 stores program code and instructions, executable by processing12, to control gaming system 10. Memory 14 also stores other data suchas image data, event data, player input data, random or pseudo-randomnumber generators, physics engine, pay-table data or information, andapplicable game rules that relate to the play of gaming system 10. Inone embodiment, memory 14 includes any one or more of random accessmemory (“RAM”), which can include non-volatile RAM (“NVRAM”), magneticRAM (“MRAM”), ferroelectric RAM (“FeRAM”), and other forms as commonlyunderstood in the gaming industry, read only memory (“ROM”), flashmemory and/or electrically erasable programmable read only memory(“EEPROM”).

In one embodiment, part or all of the program code and/or operating datadescribed above can be stored in a detachable or removable memorydevice, including, but not limited to, a suitable cartridge, disk,compact disk (“CD”) ROM, digital video disk (“DVD”), or universal serialport (“USB”) memory device. In other embodiments, part or all of theprogram code and/or operating data described above can be downloaded tomemory 14 through a network.

In one embodiment, gaming system 10 is operable over a wireless network,for example as part of a wireless gaming system. It should beappreciated that a gaming system may be a device that has obtainedapproval from a regulatory gaming commission or a device that has notobtained approval from a regulatory gaming commission.

In various embodiments, gaming system 10 randomly generates awardsand/or other game outcomes based on probability data. In one suchembodiment, this random determination is made via a random numbergenerator (“RNG”), such as a true random number generator, a pseudorandom number generator, physics engine, or other suitable randomizationprocess. In one embodiment, each award or other game outcome isassociated with a probability, wherein gaming system 10 generates theaward or other game outcome to be provided to the player based on theassociated probabilities. Here, since gaming system 10 generatesoutcomes randomly or based upon one or more probability calculation,there is no certainty that gaming system 10 will ever provide the playerwith any specific award or other game outcome.

In another embodiment, as discussed in more detail below, gaming system10 employs a predetermined or finite set or pool of awards or other gameoutcomes. Here, as each award or other game outcome is provided to theplayer, gaming system 10 flags or removes the provided award or othergame outcome from the predetermined set or pool. Once flagged or removedfrom the set or pool, the specific provided award or other game outcomefrom that specific pool cannot be provided to the player again. Thistype of gaming system provides players with all of the available awardsor other game outcomes over the course of the play cycle and guaranteesthe amount of actual wins and losses.

One suitable table for gaming system 10 of the present disclosure isprovided by Microsoft Corporation, Redmond, Wash., which uses atechnology described in U.S. Pat. No. 7,204,428 (“the '428 patent). Thisso-called surface computing technology employs an acrylic top and aplurality of infrared cameras and a DLP projector with WI-FI™ andBLUETOOTH™ wireless networks to display and detect objects and movement.As players move their hands or objects on or above the table top, thecameras translate the motions into commands. BLUETOOTH is a trademark ofBluetooth SIG, Inc. In certain embodiments, the technology includes theapplication of a coded pattern applied to an external object. Theinteractive display/input device identifies the object when it is on thesurface of display/input device 102 of the table 100. More specifically,gaming system 10 includes a plurality of infrared (“IR”) video cameraslocated beneath surface of display/input device 102, on an opposite sideof the display/input device surface from the object. The cameras detectreflected infrared (“IR”) light received from a coded pattern printed onthe object such as a playing card or dice. The coded pattern is invarious example embodiments a circular printed pattern, a linear printedpattern, a single level matrix printed pattern, a multi-level matrixprinted pattern, a variable bit length matrix printed pattern, ablack/white (i.e., binary) printed pattern, a gray scale patternprinted, or other suitable pattern disposed on the object. The codedpattern can be applied to any suitable object (such as a playing card ordice) for interaction with the game table. The coded pattern is anidentifier of the object. For example, the identifier can tellprocessing 12 and memory 14 operable with the plurality of cameras thatthe object is a particular playing card, particular dice face, aparticular token, or particular wagering or other chip. It should alsobe appreciated that the coded pattern can be applied to other objectsuch as player gloves and player charms. It should further beappreciated that in the future the display/input device of the gametable can be further refined to identify a player's personalidentification such as the player's finger prints and that the gamingsystem can be configured to compare such identifications toidentifications in a database.

It should be appreciated that the coded patterns are passive in thesense that they do not send or transmit any electrical signals to thedisplay/input device of the game table. Rather, the display/input deviceis configured to identify (such as by reading or sensing) the codedpattern based on the light reflected from the coded pattern. It shouldfurther be appreciated that the coded pattern can be printed on orattached to a device that includes a transmitter and a receiver that arecapable of sending electronic signals to and receiving electronicsignals from the gaming system or game table. Thus, while such devicesare not considered passive with respect to the transmission of suchelectronic signals, such coded patterns on such device are consideredpassive. It should also be appreciated that other suitable devices whichprovide passive image recognition may be employed in accordance with thepresent disclosure.

In certain embodiments, objects such are cards, dice, chips and wheelsare displayed by the game table 100 of gaming system 10. The camerasoperate to sense when the displayed cards have been touched by a playeror dealer. Processing 12 and memory 14 of game table 100 are modifiedfor this purpose. For example, processing 12 and memory 14 are modifiedto allow a card or dice to be touched by an actual dealer, who slidesthe card to the player, and thereafter be handled by the player.Alternatively, processing 12 and memory 14 are configured to provide avirtual dealer who deals a card to the player, and thereafter enable theplayer to manipulate the displayed card.

Game table 100 displays a primary game, which is a multiple player orplayer versus player game in one embodiment. Game table 100 may alsodisplay any suitable secondary or bonus game associated with the primarygame as well as information relating to the primary or secondary game.

As seen in FIG. 1, gaming system 10 for each player includes a creditdisplay 20, which displays a player's current number of credits, cash,account balance, or the equivalent. Gaming system 10 can also display abet display 22 for each player, which displays a player's amountwagered. In one embodiment, as described in more detail below, gamingsystem 10 includes a player tracking display 40 for each player, whichdisplays information regarding a player's play tracking status. In oneembodiment, game table 100 only shows the above displays 20, 22 and/or40 at certain times such as between hands of blackjack, so that surfaceof display/input device 102 of game table 100 can be conserved for baseor bonus play.

For the base and bonus games, game table 100 of gaming system 10 isconfigured to display at least one and a plurality of game or othersuitable images, symbols and indicia such as any visual representationor exhibition of the movement of objects such as virtual or video reelsand wheels, dice, cards, dynamic lighting, video images, images ofpeople, characters, places, things, faces of cards, and the like.

Any desired player item displayed on game table 100 can be touched,dragged, and resized if it is desirable to do so. Multiple players cantouch and move multiple displayed objects simultaneously as discussedabove and below. Further, processing 12 and memory 14 are configuredsuch that items can be under control of gaming system 10 at one time andposition and be under control of one of the players at another time andposition. Other indicia, such as manufacturer label and game name, maybe displayed as desired or permanently at one or more positions on gametable 100.

As seen in FIG. 1, gaming system 10 in one embodiment includes asecondary such as a large overhead display device 52, which isconfigured to communicate with game table 100 wirelessly or via a cable54. Large overhead display device 52 can be seen by each of the playersplaying gaming system 10 and by nearby patrons. Secondary display device52 can show any desired information relating to a primary or bonus gamebeing played at game table 100, credit information, player trackinginformation and/or player attraction indicia.

As illustrated in FIGS. 1 and 2A, in one embodiment, gaming system 10includes at least one payment device 24 such as a separate paymentdevice 24 for each player, in communication with processing 12. As seenin FIG. 1, a payment device 24 can be a note, ticket or bill acceptor inwhich the player inserts paper money, a ticket or voucher. Game table100 can alternatively or additionally include a coin slot 26 in whichthe player inserts money, coins or tokens. Further alternatively, gametable 100 can include a reader or validator for credit cards, debitcards or credit slips for payment acceptance. In one embodiment, aplayer may insert an identification card into a card reader of gamingsystem 10, which can be a smart card having a programmed microchip or amagnetic strip encoded with a player's identification, credit totals (orrelated data), and other relevant information. In another embodiment, aplayer may carry a portable device, such as a cell phone, a radiofrequency identification tag, or any other suitable wireless device,which communicates a player's identification, credit totals (or relateddata), and other relevant information to gaming system 10. In oneembodiment, money may be transferred to a gaming device through anelectronic funds transfer. When a player funds gaming system 10,processing 12 determines the amount of funds entered and displays thecorresponding amount on the credit or other suitable display asdescribed above.

As seen in FIGS. 1 and 2A, in one embodiment gaming system 10 includes aplurality virtual or electromechanical of game table input devices, suchas a bet one button 30 in communication with processing 12. The gametable input devices enable the player to produce an input signal, whichis received by processing 12. Game table 100 provides a bet one button30 to place a bet. The player can increase the bet by one credit eachtime the player pushes the bet one button 30. When the player pushes thebet one button 30, the number of credits shown in the credit displaydecreases by one, and the number of credits shown in the bet displayincreases by one. In another embodiment, one input device is a bet maxbutton (not shown) which enables the player to bet the maximum wagerpermitted for a game of gaming system 10 in one button push.

For individual gaming, after appropriate funding of gaming system 10,the player uses a game activation device, such as a play button 32, tostart any primary game or sequence of events in gaming system 10. Playbutton 32 can be any suitable play activator such as a bet one button, amax bet button, or a repeat the bet button. In one embodiment, e.g., formultiple player gaming, upon appropriate funding, gaming system 10begins the game play automatically. In another embodiment, multiple playbuttons 32, e.g., one for each player are provided, wherein game playbegins when any player touches his/her play buttons 32.

Game table 100 can also include a cash out button 34, e.g., one for eachplayer. Each player can push the cash out button 34 and cash out toreceive a cash payment or other suitable form of payment correspondingto the number of remaining credits. In one embodiment, when the playercashes out, a payment device, such as a ticket, payment, or notegenerator 36 prints or otherwise generates a ticket or credit slip toprovide to the player. The player receives the ticket or credit slip andredeems the value associated with the ticket or credit slip via acashier (or other suitable redemption system). In another embodiment,when the player cashes out, the player receives the coins or tokens in acoin payout tray (not shown). Alternatively or additionally, gamingsystem 10 funds credits to each player's electronically recordableidentification card.

Game table 100 provides a multi-touch display/input device, which canemploy, for example, the technology set forth in the '428 patent. Asseen in the diagrammatic example of FIG. 2A, the display/input device102 is controlled by a suitable controller 44, which is part ofprocessing 12. The display/input device 102 and the controller 44 areconnected to a display controller 46, which is also part of processing12. Multiple players can make decisions and input signals simultaneouslyinto gaming system 10 by touching device (or the surface of device) 102at the appropriate locations.

In addition to the display/input device, it should also be appreciatedthat certain of the input devices 103 discussed above can be provided astouch-screen inputs or as electromechanical inputs located on one ormore of the sides 104 of game table 100. It should also be appreciatedthat if in touch-screen form, the function(s) of any of these inputdevices can be alternatively provided by the display/input device 102.

Gaming system 10 may further include a plurality of communication portsfor enabling communication of processing 12 with external peripherals,such as external video sources, expansion buses, game or other displays,a SCSI port, or a keypad. As illustrated, gaming system 10 optionallyincludes a remote, e.g., large overhead display device 52, which candisplay certain features of the base or bonus game, e.g., show how manybonus chips or items each player has accumulated.

In one embodiment, as seen in FIG. 2A, gaming system 10 includes a soundgenerating device controlled by one or more sounds cards 48, which ispart of processing 12, and is operable with a sound generating device,such as a speaker 50. Sound card 48 and speaker 50 can play music forthe primary and/or secondary game and for other modes of gaming system10, such as an attract mode. In one embodiment, gaming system 10provides dynamic sounds coupled with attractive multimedia imagesdisplayed on game table 100 to provide an audio-visual representation orto otherwise display full-motion video with sound to attract players togaming system 10. During idle periods, gaming system 10 may display asequence of audio and/or visual attraction messages to attract potentialplayers to gaming system 10. The videos may be customized according to agame theme associated with gaming system 10.

In one embodiment, as illustrated in FIG. 2B, one or more of the gamingsystems 10 is in communication with each other and/or at least onecentral server, central controller or remote host 56 through a datanetwork or remote communication link 58. In this embodiment, the centralserver, central controller or remote host 56 is a server or computingdevice that includes at least one processor and at least one memory orstorage device. In such embodiments, the central server 56 is aprogressive controller or a processor of one of gaming systems 10 in thenetwork. In these embodiments, processing 12 of each gaming system 10 isdesigned to transmit and receive events, messages, commands, or anyother suitable data or signal between individual gaming systems 10 andcentral server 56. Processing 12 of gaming system 10 is configured toexecute the above communicated events, messages or commands inconjunction with the operation of gaming system 10. Moreover, processing12 of central server 56 is configured to transmit and receive events,messages, commands or any other suitable data or signal between centralserver 56 and each of the individual gaming systems 10. The centralserver processor is operable to execute such communicated events,messages or commands in conjunction with the operation of central server56. It should be appreciated that one, more or each of the functions ofthe central server 56 as disclosed herein may be performed alternativelyat processing 12. It should be further appreciated that one, more oreach of the functions of processing 12 may be performed by the centralserver processing.

In one embodiment, the game outcome provided to the player is determinedby central server 56 and provided to the player(s) at gaming system 10.Here, each of a plurality of such gaming systems 10 is in communicationwith central server 56. Upon a player initiating game play at one ofgaming systems 10, the initiated gaming system 10 communicates a gameoutcome request to the central server 56.

In one embodiment, the central server 56 receives the game outcomerequest and randomly generates a game outcome for the primary game basedon probability data. In another embodiment, central server 56 generatesa game outcome randomly for the secondary game based on probabilitydata. Here, central server 56 generates a game outcome randomly for boththe primary game and the secondary game based on probability data. Inthis embodiment, the central server 56 is capable of storing and usingprogram code or other data similar to processing 12 and memory 14 ofgaming system 10.

In an alternative embodiment, central server 56 maintains one or morepredetermined pools or sets of predetermined game outcomes. Here, thecentral server 56 receives the game outcome request and independentlyselects a predetermined game outcome from a set or pool of gameoutcomes. Central server 56 flags or marks the selected game outcome asused. Once a game outcome is flagged as used, it is prevented fromfurther selection from the set or pool and cannot be selected by centralserver 56 upon another wager. The provided game outcome can include aprimary game outcome, a secondary game outcome, primary and secondarygame outcomes, or a series of game outcomes such as free games.

Central server 56 communicates the generated or selected game outcome tothe initiated gaming system 10. Gaming system 10 receives the generatedor selected game outcome and provides the game outcome to the player. Inan alternative embodiment, how the generated or selected game outcome isto be presented or displayed to the player, such as a reel symbolcombination of a slot machine or a hand of cards dealt in a card game,is also determined by central server 56 and communicated to theinitiated gaming system 10 to be presented or displayed to the player.Central production or control can assist a gaming establishment or otherentity in maintaining appropriate records, controlling gaming, reducingand preventing cheating or electronic or other errors, reducing oreliminating win-loss volatility, and the like.

In another embodiment, a predetermined game outcome value is determinedfor each of a plurality of linked or networked gaming devices based onthe results of a bingo, keno or lottery game. Here, each individualgaming system 10 uses one or more bingo, keno, or lottery game todetermine the predetermined game outcome value provided to the playerfor the interactive game played at that gaming device. In oneembodiment, the bingo, keno or lottery game is displayed to the player.In another embodiment, the bingo, keno or lottery game is not displayedto the player, but the results of the bingo, keno or lottery gamedetermine the predetermined game outcome value for the primary orsecondary game.

In the various bingo embodiments, as each gaming system 10 is enrolledin the bingo game, such as upon an appropriate wager or engaging aninput device, the enrolled gaming system 10 is provided or associatedwith a different bingo card. Each bingo card consists of a matrix orarray of elements, wherein each element is designated with a separateindicia, such as a number. It should be appreciated that each differentbingo card includes a different combination of elements. For example, iffour bingo cards are provided to four enrolled gaming devices, the sameelement may be present on all four of the bingo cards, while anotherelement may solely be present on one of the bingo cards.

In operation of these embodiments, upon providing or associating adifferent bingo card with each of a plurality of enrolled gaming systems10, central server 56 randomly selects or draws, one at a time, aplurality of the elements. As each element is selected, a determinationis made for each gaming system 10 as to whether the selected element ispresent on the bingo card provided to that enrolled gaming system 10.This determination can be made at central server 56, gaming system 10, acombination of the two, or in any other suitable manner. If the selectedelement is present on the bingo card provided to that enrolled gamingdevice, that selected element on the provided bingo card is marked orflagged. This process of selecting elements and marking any selectedelements on the provided bingo cards continues until one or morepredetermined pattern is marked on one or more of the provided bingocards. It should be appreciated that in one embodiment, gaming system 10requires the player to engage a daub button (not shown) to initiate theprocess of gaming system 10 marking or flagging any selected elements.

After one or more predetermined pattern is marked on one or more of theprovided bingo cards, a game outcome is determined for each of theenrolled gaming system 10 based, at least in part, on the selectedelements on the provided bingo cards. As described above, the gameoutcome determined for each gaming system 10 enrolled in the bingo gameis used by that gaming system 10 to determine the predetermined gameoutcome provided to the player. For example, a first gaming system 10 tohave selected elements marked in a predetermined pattern is provided afirst outcome of win $10, which is provided to a first player regardlessof how the first player plays in a first game, and a second gamingsystem 10 to have selected elements marked in a different predeterminedpattern is provided a second outcome of win $2, which is provided to asecond player regardless of how the second player plays a second game.It should be appreciated that as the process of marking selectedelements continues until one or more predetermined pattern is marked,this embodiment ensures that at least one bingo card wins the bingo gameand thus at least one enrolled gaming system 10 provides a predeterminedwinning game outcome to a player. It should be appreciated that othersuitable methods for selecting or determining one or more predeterminedgame outcome may be employed.

In one example of the above-described embodiment, the predetermined gameoutcome may be based on a supplemental award in addition to any awardprovided for winning the bingo game as described above. Here, if one ormore element is marked in supplemental patterns within a designatednumber of drawn elements, a supplemental or intermittent award or valueassociated with the marked supplemental pattern is provided to theplayer as part of the predetermined game outcome. For example, if thefour corners of a bingo card are marked within the first twenty selectedelements, a supplemental award of $10 is provided to the player as partof the predetermined game outcome. It should be appreciated that in thisembodiment, the player of a gaming system 10 may be provided asupplemental or intermittent award regardless of whether the enrolledgaming system's provided bingo card wins or does not win the bingo gameas described above.

In another embodiment, one or more of gaming systems 10 is incommunication with central server 56 for monitoring purposes only. Thatis, each individual gaming system 10 randomly generates the gameoutcomes to be provided to the player, and the central server 56monitors the activities and events occurring on the plurality of gamingsystems 10. In one embodiment, the gaming network includes a real-timeor on-line accounting and gaming information system coupled operably tocentral server 56. The accounting and gaming information system of thisembodiment includes a player database for storing player profiles, aplayer tracking module for tracking players and a credit system forproviding automated casino transactions.

In one embodiment, gaming system 10 is associated with or otherwiseintegrated with one or more player tracking system. Player trackingsystems enable gaming establishments to recognize the value of customerloyalty through identifying frequent customers and rewarding them fortheir patronage. In one embodiment, gaming system 10 and/or the playertracking system tracks any player's gaming activity at gaming system 10.In one such embodiment, gaming system 10 includes at least one cardreader 38, located, e.g., at a side 104 of game table 100, which is incommunication with processing 12. Here, a player is issued a playeridentification card that has an encoded player identification numberthat uniquely identifies the player. When a player inserts their playingtracking card into card reader 38 to begin a gaming session, card reader38 reads the player identification number off the player tracking cardto identify the player. Gaming system 10 and/or the associated playertracking system timely tracks information or data relating to theidentified player's gaming session.

Directly or via the central server 56, processing 12 of gaming system 10communicates such information to the player tracking system. Gamingsystem 10 and/or associated player tracking system also timely trackswhen a player removes their player tracking card when concluding playfor that gaming session. In another embodiment, rather than requiring aplayer to insert a player tracking card, gaming system 10 uses one ormore portable device carried by a player, such as a cell phone, a radiofrequency identification tag or any other suitable wireless device totrack when a player begins and ends a gaming session. In anotherembodiment, gaming system 10 utilizes any suitable biometric technologyor ticket technology to track when a player begins and ends a gamingsession.

It should also be appreciated that the current player tracking cards canbe modified to be read by the IR cameras. For example, the playertracking cards can include an IR tag instead of or in addition to themagnetic strip currently on the card readers.

During one or more gaming session, the player tracking system tracksplayer information or data, such as any amounts wagered, average wageramounts, and/or the time at which these wagers are placed. In differentembodiments, for one or more player, the player tracking system includesthe player's account number, the player's card number, the player'sfirst name, the player's surname, the player's preferred name, theplayer's player tracking ranking, any promotional status associated withthe player's player tracking card, the player's address, the player'sbirthday, the player's anniversary, the player's recent gaming sessionsor any other suitable data. In one embodiment, such tracked informationand/or any suitable feature associated with the player tracking systemis displayed on a player tracking display 40. In another embodiment,such tracked information and/or any suitable feature associated with theplayer tracking system is displayed via one or more service window (notshown), which is displayed on surface of display/input device 102 ofgame table 100.

In one embodiment, a plurality of gaming systems 10 are capable of beingconnected together through a data network. In one embodiment, the datanetwork is a local area network (“LAN”), in a plurality of gamingsystems 10 are located proximate to each other and an on-site centralserver or controller as in, for example, a gaming establishment or aportion of a gaming establishment. In another embodiment, the datanetwork is a wide area network (“WAN”), in which a plurality of thegaming systems 10 are in communication with at least one off-sitecentral server. In this embodiment, the plurality of gaming devices maybe located in a different part of the gaming establishment or within adifferent gaming establishment than the off-site central server orcontroller. Thus, the WAN may include an off-site central server orcontroller and an off-site gaming device located within gamingestablishments in the same geographic area, such as a city or state. TheWAN gaming system may be substantially identical to the LAN gamingsystem described above, although the number of gaming devices in eachsystem may vary relative to one another.

In another embodiment, the data network is an internet or intranet.Here, operation of gaming system 10 and accumulation of credits may beaccomplished with only a connection to the central server 56 (theinternet/intranet server) through a conventional phone or other datatransmission line, digital subscriber line (DSL), T-1 line, coaxialcable, fiber optic cable, or other suitable connection. Players mayaccess an internet game page from any location in which an internetconnection and computer or other internet facilitator is available. Theexpansion in the number of computers and number and speed of internetconnections in recent years increases opportunities for players to playfrom an ever-increasing number of remote sites. It should be appreciatedthat the enhanced bandwidth of digital wireless communications mayrender such technology suitable for some or all communications,particularly if such communications are encrypted. Higher datatransmission speeds may be useful for enhancing the sophistication andresponse of the display and interaction with the player.

As mentioned above, in one embodiment, the present disclosure may beemployed in a server-based gaming system. In one such embodiment, asdescribed above, one or more gaming devices is in communication with acentral server 56. In one embodiment, the memory of central server 56stores different game programs and instructions, executable by gamingsystem processing 12, to control gaming system 10. Each executable gameprogram represents a different game or type of game, which may be playedon one or more gaming system 10 in the network. Such different games mayinclude the same or substantially the same game play with different paytables. In different embodiments, the executable game program is for aprimary game, a secondary game or both. In another embodiment, the gameprogram may be executed as a secondary game to be played simultaneouswith the play of a primary game (which may be downloaded to or fixed ongaming system 10) or vice versa.

In operation, central server 56 communicates one or more of the storedgame programs to local processing 12 of at least one gaming system 10.In different embodiments, the stored game programs are communicated ordelivered by embedding the communicated game program in a device or acomponent (e.g., a microchip to be inserted in a gaming device), writingthe game program on a disc or other media, or downloading or streamingthe game program over a dedicated data network, internet or telephoneline. After the stored game programs are communicated from the centralserver 56, local processing 12 executes the communicated program tofacilitate play of the communicated program by a player through gametable 100 of gaming system 10. That is, when a game program iscommunicated to local processing 12, the local processing changes thegame or type of game played at gaming system 10.

In another embodiment, a plurality of gaming systems 10 at one or moregaming site are networked to central server 56 in a progressiveconfiguration, wherein a portion of each wager to initiate a base orprimary game may be allocated to one or more progressive awards. In oneembodiment, a progressive gaming system host site computer is coupled toa plurality of the central servers at a variety of mutually remotegaming sites for providing a multi-site linked progressive automatedgaming system. In one embodiment, a progressive gaming system host sitecomputer may serve gaming systems 10 distributed throughout a number ofproperties at different geographical locations including, for example,different locations within a city or different cities within a state.

In one embodiment, the progressive gaming system host site computer ismaintained for the overall operation and control of the progressivegaming system. Here, a progressive gaming system host site computeroversees the entire progressive gaming system and is the master forcomputing all progressive jackpots. All participating gaming sitesreport to, and receive information from, the progressive gaming systemhost site computer. Each central server 56 is responsible for all datacommunication between gaming system 10 hardware and software and theprogressive gaming system host site computer. In one embodiment, anindividual gaming system 10 may trigger a progressive award win. Inanother embodiment, a central server 56 (or the progressive gamingsystem host site computer) determines when a progressive award win istriggered. In a further embodiment, an individual gaming system 10 and acentral server 56 (or progressive gaming system host site computer) workin conjunction with each other to determine when a progressive win istriggered, for example through an individual gaming machine meeting apredetermined requirement established by the central controller.

In one embodiment, a progressive award win is triggered based on one ormore game play events, such as a symbol-driven trigger. In otherembodiments, the progressive award triggering event or qualifyingcondition may be achieved by exceeding a certain amount of game play(such as number of games, number of credits, or amount of time), orreaching a specified number of points earned during game play. Inanother embodiment, gaming system 10 is randomly or apparently randomlyselected to provide a player of that gaming system one or moreprogressive award. In one such embodiment, gaming system 10 does notprovide any apparent reason to the player for winning a progressiveaward, wherein winning the progressive award is not triggered by anevent in or based specifically on any of the plays of any primary game.That is, a player is provided a progressive award without anyexplanation or alternatively with simple explanations. In anotherembodiment, a player is provided a progressive award at least partiallybased on a game triggered or symbol triggered event, such as at leastpartially based on the play of a primary game.

In one embodiment, one or more of the progressive awards is each fundedvia a side bet or side wager. Here, a player places or wagers a side betto be eligible to win the progressive award associated with the sidebet. In one embodiment, the player has to place the maximum bet and theside bet to be eligible to win one of the progressive awards. In anotherembodiment, if the player places or wagers the required side bet, theplayer may wager any credit amount during the primary game (the playerneed not place the maximum bet and the side bet to be eligible to winone of the progressive awards). In one such embodiment, the greater theplayer's wager (in addition to the placed side bet), the greater theodds or probability that the player will win one of the progressiveawards. It should be appreciated that one or more of the progressiveawards may each be funded, at least in part, based on the wagers placedon the primary games of gaming system 10, via a gaming establishment orvia any suitable manner.

In another embodiment, one or more of the progressive awards ispartially funded via a side-bet or side-wager which the player may make(and which may be tracked via a side-bet meter). In a furtherembodiment, one or more of the progressive awards is funded with onlyside-bets or side-wagers placed. In still another embodiment, one ormore of the progressive awards is funded based on players' wagers asdescribed above as well as any side-bets or side-wagers placed.

In still a further alternative embodiment, a minimum wager level isrequired for a gaming system 10 to qualify to be selected to obtain oneof the progressive awards. In one embodiment, this minimum wager levelis the maximum wager level for the primary game in gaming system 10. Inanother embodiment, no minimum wager level is required for a gamingmachine to qualify to be selected to obtain one of the progressiveawards.

As described in more detail below, a plurality of players at a pluralityof linked gaming systems 10 participate in a group gaming environment.In one embodiment, a plurality of players at a plurality of linkedgaming systems work in conjunction with one another, such as by playingtogether as a team or group, to win one or more awards. In one suchembodiment, any award won by the group is shared, either equally orbased on any suitable criteria, amongst the different players of thegroup. In another embodiment, a plurality of players at a plurality oflinked gaming systems 10 compete against one another for one or moreawards. In one such embodiment, a plurality of players at a plurality oflinked gaming systems 10 participate in a gaming tournament for one ormore awards. In another embodiment, a plurality of players at aplurality of linked gaming systems 10 play for one or more award,wherein an outcome generated by one gaming system 10 affects theoutcomes generated by one or more other linked gaming system.

Gaming system 10 can incorporate any suitable wagering game as theprimary or base game. The primary or base game may comprise a singleplayer game, such as a reel-type game, card game, cascading or fallingsymbol game, number game, or other game of chance that can be configuredin an electronic form, which in one embodiment produces a random outcomebased on probability data at the time of or after placement of a wager.Gaming system 10 can be configured to play video poker, video blackjack,video keno, video bingo or baccarat, for example, in single playerformat or in table game format, e.g., multiple blackjack players againsta dealer or multiple poker players playing against one another.

In one embodiment, gaming system 10 displays a slot game that may be abase or bonus game for the gaming system. In the slot game of gamingsystem 10, game table 100 displays multiple paylines, which may behorizontal, vertical, circular, diagonal, angled or any combinationthereof. The paylines operate with at least one reel, such as three tofive reels. Each reel includes a plurality of indicia or symbols, suchas bells, hearts, fruits, numbers, letters, bars, or other images whichcorrespond to a theme associated with gaming system 10. In anotherembodiment, one or more of the reels are independent reels or unisymbolreels. In this embodiment, each independent or unisymbol reel generatesand displays one symbol to the player. The slot version of gaming system10 awards prizes after the reels stop spinning if specified types and/orconfigurations of indicia or symbols occur on an active payline.

In an alternative embodiment, rather than determining any outcome toprovide to the player by analyzing the symbols generated on any wageredupon paylines as described above, gaming system 10 determines anyoutcome to provide to the player based on the number of associatedsymbols which are generated in active symbol positions on the requisitenumber of adjacent reels (i.e., not on paylines passing through anydisplayed winning symbol combinations). Here, if a winning symbolcombination is generated on the reels, gaming system 10 provides theplayer one award for that occurrence of the generated winning symbolcombination. For example, if one winning symbol combination is generatedon the reels, gaming system 10 provides a single award to the player forthat winning symbol combination (e.g., not based on the number ofpaylines that would have passed through that winning symbolcombination). Here, the slot game may provide the player more than oneaward for the same occurrence of a single winning symbol combination(e.g., if a plurality of paylines each pass through the same winningsymbol combination).

In one embodiment, the total number of ways to win is determined bymultiplying the number of symbols generated in active symbol positionson a first reel by the number of symbols generated in active symbolpositions on a second reel by the number of symbols generated in activesymbol positions on a third reel and so on for each reel of gamingsystem 10 with at least one symbol generated in an active symbolposition. For example, a three reel gaming system 10 with three symbolsgenerated in active symbol positions on each reel includes twenty-sevenways to win (e.g., three symbols on the first reel×three symbols on thesecond reel×three symbols on the third reel). A four reel gaming system10 with three symbols generated in active symbol positions on each reelincludes eighty-one ways to win (e.g., three symbols on the firstreel×three symbols on the second reel×three symbols on the thirdreel×three symbols on the fourth reel). A five reel gaming system 10with three symbols generated in active symbol positions on each reelincludes 243 ways to win (e.g., three symbols on the first reel×threesymbols on the second reel×three symbols on the third reel×three symbolson the fourth reel×three symbols on the fifth reel). It should beappreciated that modifying the number of generated symbols by eithermodifying the number of reels or modifying the number of symbolsgenerated in active symbol positions by one or more of the reelsmodifies the number of ways to win.

In another embodiment, the slot version of gaming system 10 enables aplayer to wager on and thus activate symbol positions. In one suchembodiment, the symbol positions are on the reels. Here, if based on theplayer's wager, a reel is activated, then each of the symbol positionsof that reel is activated and each of the active symbol positions ispart of one or more of the ways to win. In another embodiment, if basedon the player's wager, a reel is not activated, then a designated numberof default symbol positions, such as a single symbol position of themiddle row of the reel, is activated and the default symbol position(s)is/are part of one or more of the ways to win. This type of gamingmachine enables a player to wager on one, more than one, or all of thereels of gaming system 10. Processing 12 uses the number of wagered-onreels to determine the active symbol positions and the number ofpossible ways to win.

In alternative embodiments, (1) no symbols are displayed as generated atany of the inactive symbol positions, or (2) any symbols generated atany inactive symbol positions may be displayed to the player butsuitably shaded or otherwise designated as inactive.

In one embodiment in which a player wagers on one or more reel, aplayer's wager of one credit may activate each of the three symbolpositions on a first reel, wherein one default symbol position isactivated on each of the remaining four reels. In this example, asdescribed above, the slot version of gaming system 10 provides theplayer three ways to win (e.g., three symbols on the first reel×onesymbol on the second reel×one symbol on the third reel×one symbol on thefourth reel×one symbol on the fifth reel). In another example, aplayer's wager of nine credits activates each of the three symbolpositions on a first reel, each of the three symbol positions on asecond reel and each of the three symbol positions on a third reel,wherein one default symbol position is activated on each of theremaining two reels. In this example, as described above, gaming system10 provides the player twenty-seven ways to win (e.g., three symbols onthe first reel×three symbols on the second reel×three symbols on thethird reel×one symbol on the fourth reel×one symbol on the fifth reel).

In one embodiment, to determine any award(s) to provide to the playerbased on the generated symbols, gaming system 10 individually determinesif a symbol generated in an active symbol position on a first reel formspart of a winning symbol combination with or is otherwise suitablyrelated to a symbol generated in an active symbol position on a secondreel. Here, gaming system 10 classifies each pair of symbols that formpart of a winning symbol combination (e.g., each pair of relatedsymbols) as a string of related symbols. For example, if active symbolpositions include a first cherry symbol generated in the top row of afirst reel and a second cherry symbol generated in the bottom row of asecond reel, gaming system 10 classifies the two cherry symbols as astring of related symbols because the two cherry symbols form part of awinning symbol combination.

After determining if any strings of related symbols are formed betweenthe symbols on the first reel and the symbols on the second reel, gamingsystem 10 determines if any of the symbols from the next adjacent reelshould be added to any of the formed strings of related symbols. Here,for a first of the classified strings of related symbols, gaming system10 determines if any of the symbols generated by the next adjacent reelform part of a winning symbol combination or are otherwise related tothe symbols of the first string of related symbols. If gaming system 10determines that a symbol generated on the next adjacent reel is relatedto the symbols of the first string of related symbols, that symbol issubsequently added to the first string of related symbols. For example,if the first string of related symbols is the string of related cherrysymbols and a related cherry symbol is generated in the middle row ofthe third reel, the slot version of gaming system 10 adds the relatedcherry symbol generated on the third reel to the previously classifiedstring of cherry symbols.

On the other hand, if gaming system 10 determines that no symbolsgenerated on the next adjacent reel are related to the symbols of thefirst string of related symbols, the slot version of gaming system 10marks or flags such string of related symbols as complete. For example,if the first string of related symbols is the string of related cherrysymbols and none of the symbols of the third reel are related to thecherry symbols of the previously classified string of cherry symbols,gaming system 10 marks or flags the string of two cherry symbols ascomplete.

After either adding a related symbol to the first string of relatedsymbols or marking the first string of related symbols as complete, theslot version of gaming system 10 proceeds as described above for each ofthe remaining classified strings of related symbols which werepreviously classified or formed from related symbols on the first andsecond reels.

After analyzing each of the remaining strings of related symbols, theslot version of gaming system 10 determines, for each remaining pendingor incomplete string of related symbols, if any of the symbols from thenext adjacent reel, if any, should be added to any of the previouslyclassified strings of related symbols. This process continues untileither each string of related symbols is complete or there are no moreadjacent reels of symbols to analyze. In this embodiment, where thereare no more adjacent reels of symbols to analyze, gaming system 10 markseach of the remaining pending strings of related symbols as complete.

When each of the strings of related symbols is marked complete, the slotversion of gaming system 10 compares each of the strings of relatedsymbols to an appropriate paytable and provides the player any awardassociated with each of the completed strings of symbols. It should beappreciated that the player is provided one award, if any, for eachstring of related symbols generated in active symbol positions (i.e., asopposed to a quantity of awards being based on how many paylines thatwould have passed through each of the strings of related symbols inactive symbol positions).

Poker Game Example Embodiments

In one embodiment, game table 100 of gaming system 10 displays a pokergame, in which the player plays a conventional game of video draw pokerand initially deals five cards all face up from a virtual deck offifty-two cards. Cards may be dealt as in a traditional game of cards,e.g., from the top of the deck or the cards may be randomly selectedfrom a predetermined number of cards. If the player wishes to draw acard, the player selects the cards to hold via the display/inputdevices. The player presses a deal button, which can be virtual and theunwanted or discarded cards are removed from surface of display/inputdevice 102 of game table 100. The poker version of gaming system 10deals the replacement cards from the remaining cards in the deck. Thisresults in a final five-card hand. Gaming system 10 compares the finalfive-card hand to a payout table which utilizes conventional poker handrankings to determine the winning hands. Gaming system 10 provides theplayer with an award based on a winning hand and the number of creditsthe player wagered.

In another embodiment, the poker version of gaming device 100 plays amulti-hand version of video poker. Here, gaming system 10 deals theplayer at least two hands of cards. In one embodiment each hand of cardsis associated with its own deck of cards. The player chooses the cardsto hold in a primary hand. The held cards in the primary hand are alsoheld in the other hands of cards. The remaining non-held cards areremoved from each hand displayed and replacement cards are dealtrandomly into each hand. Since the replacement cards are dealt randomlyand independently for each hand, the replacement cards for each hand canand usually will be different. The poker hand rankings are thendetermined hand by hand against a payout table and awards are providedto the player.

As discussed herein, game table 100 is particularly well-suited formultiple player, interactive gaming in which multiple players play atthe same time against a dealer or against each other. It is accordinglyexpressly contemplated to provide a video poker game on interactive gametable 100 in which players play against each other. A deck of cardsmoves from player to player, each player taking turns as dealer.Alternatively, a separate (actual or virtual dealer) deals the cards tothe group of players. The dealing of virtual cards is discussed indetail below.

The poker game can be any suitable poker game. For example, the pokergame can be a five card stud game in which four cards are dealt face-up.The players then raise or fold. The fifth card is then dealt face-up andthe winning player is awarded the pot.

Referring now to FIG. 3, in an alternative embodiment, cards can bedealt in a poker game face-down. The embodiment shows a transition fromgame table control to player of the movement of cards. The player canmove the cards by touching the cards or be using an external physicalviewing device to move the cards. Further, multiple players can movetheir cards at the same time via either method above. Processing 12 ofgame table 100 facilitates this multitasking. The viewer 60 alsoillustrates use of an external physical device operable with game table100, which modifies the game of game table 100 and also works inconjunction with features displayed by the game table.

In the poker game of FIG. 3, gaming system 10 via game table 100 dealsvirtual cards 64 face down to each player, which game table 100 canprovide or snap to a designated position of surface of display/inputdevice 102 in front of each player. Each player has a viewer 60, havingfour separate encodings 62 a to 62 d such as the RF encodings discussedabove and in relation to the '428 patent. The encoding or tags 62 a to62 d herein can be for example radio frequency tags, barcode tags, anddot coded tags.

The encodings are located at the bottom corners of viewer 60 asgenerally seen in FIG. 3. Game system 10 knows where cards 64 arelocated. Each player can move their cards 64, which in one embodimenttravel together, e.g., two or three at a time, such that the cards 64cannot be moved towards or away from each other. Game table 100 deals asecond face-down card 64, which is provided or snaps into position nextto the first face down card 64, deals the third face-down card 64 sothat it is provided or snaps into position next to the first and secondface-down cards 64, and so on.

Game table 100 is configured to sense when the four encodings 62 a to 62d of viewer 60 are centered around face-down cards 64, such that viewer60 blocks the view of cards 64 to all except the player having suchcards. To this end, in the illustrated embodiment viewer 60 is tiltedand narrowed as necessary to enable the player see cards 64 readilywhile blocking the cards 64 from the other players and nearby patrons.

Once viewer 60 is centered over the face-down cards, game table 100reveals the cards 64 within the viewer to the player holding the cards64. If the player moves viewer 60 while centered over the face-downcards 64, the cards move with the viewer 60. As soon as any of theencodings 62 a to 62 d is not sensed to be at its appropriate position,game table 100 masks or hides cards 64 (simulating turning the cardsback over). Using viewer 60 and game table 100 configured as discussedabove, gaming system 10 can provide any suitable type of face-down pokergame, including a table poker game in which players play against eachother.

The poker game of FIG. 3 highlights various capabilities orfunctionality of gaming system 10 and game table 100. Game table 100controls the movement of cards 64 from the deck 66 of cards 64 to thedifferent dealt positions in front of the players. Afterwards, controlof the movement of cards 64 is relinquished to the player. Cards 64 canbe moved by touching the cards or by placing viewer 60 over the cardsand moving the viewer. The game table 100 enables players to move theircards 64 simultaneously via either of such methods. Multiple IR cameraswithin game table 100 enable multiple inputs to be made to the gametable at the same time. Processing 12 within game table 100 isconfigured to perform multiple tasks simultaneously, e.g., enablemultiple viewers/card hands to be moved simultaneously.

Keno Game Example Embodiments

In one embodiment, game table 100 of gaming system 10 displays a kenogame which includes a plurality of selectable indicia or numbers on gametable 100. Here, the player selects at least one of the selectableindicia or numbers via an input device such as a touch screen. Gamingsystem 10 then displays a series of drawn numbers and determines anamount of matches, if any, between the player's selected numbers andgaming system 10's drawn numbers. The player is provided an award basedon the amount of matches, if any, between the player's picked numbersand the game's drawn numbers and the total number of numbers picked bythe player.

As discussed herein, game table 100 is particularly well-suited formultiple players, interactive gaming in which multiple players play atthe same time against a dealer or against each other. In one embodiment,multiple players play against the same house draw. In single playerkeno, game table 100 can be configured to let the player touch a numberto select it after which the number is highlighted somehow. Withmultiple players, the same number can be marked in two ways if twoplayers select the number and so on.

Referring now to FIG. 4, an alternative keno game highlights variouscapabilities or functionality of gaming system 10. The game enablesplayers to make keno picks simultaneously using the same surface ofdisplay/input device 102 of game table 100. In this illustratedembodiment, the game table 100 enables each player to move the player'sown number collection station or “basket” to a desirable area on surfaceof display/input device 102 near the player. Also common displays, suchas time remaining until draw display 76, can be moved to any suitableposition on surface of display/input device 102 desired by the playerscollectively. Game table 100 therefore enables game-by-gamecustomization of the display and input of information.

In the keno game of FIG. 4, each player can grab a copy of any desirednumber from a virtual number array 70 and slide the number copies intothe player's virtual basket 72 a to 72 d, leaving the original of thenumber at the number array 70. If the player lifts the player's handfrom surface of display/input device 102 before the number copy reachesthe basket, the number copy either disappears or snaps back to theoriginal of the number at array 70. Alternatively, the number copy cansit at the position at which it has been left for a period of time or upuntil gaming system 10 begins to draw numbers. As that time arrives, thenumber copy can flash for a few seconds to prompt the player. A playercan slide a number copy out of his/her basket 72 a to 72 d, at whichtime it either disappears or snaps back to the original. If a playerslides the same number copy into his/her basket 72 a to 72 d, gamingsystem 10 can either ignore the later selected copy or consider it anincrease in the player's wager.

Game table 100 is configured such that a player can drag a copy of aparticular number over the original of another number located in numberarray 70 without selecting that other number. If the player's fingerdoes not provide enough resolution given the spacing of numbers withinarray 70, gaming system 10 can be provided with suitable wands 74 a to74 d, respectively, for each player. Each wand may have a tag or have anencoded tip. The tag or encoded tip can be provided if for example thecasino or manufacturer does not want players using non-authorized wands.

Gaming system 10 highlights its drawn numbers at array 70. Any number inthe player's basket 72 a to 72 d that matches a number drawn by gamingsystem 10 is highlighted to show the player that the match has occurred.The matched numbers at the end of the draw are counted and each playeris paid according to a paytable.

The keno game of FIG. 4 highlights various capabilities or functionalityof gaming system 10. Here, the game can, but does not have to, besequential. The keno game in one embodiment enables the players toindependently choose when to pick desired keno numbers up until the timeof the draw, shown in time displays 76. There is no set sequence, whichenhances player interaction as the players crisscross each other to picktheir numbers. Virtual baskets 72 a to 72 d can be moved to any positionon surface of display/input device 102 desired by the players. Gametable 100 also enables displays 76 to be moved to positions that areacceptable to the players collectively.

Bonus Game Embodiments

In various embodiments, in addition to winning credits or other awardsin a base or primary game, gaming system 10 also provide players theopportunity to win credits in a bonus or secondary game or in a bonus orsecondary round. The bonus or secondary game enables the player toobtain a prize or payout in addition to the prize or payout, if any,obtained from the base or primary game. In general, a bonus or secondarygame produces a significantly higher level of player excitement than thebase or primary game because it provides a greater expectation ofwinning than the base or primary game, and is accompanied with moreattractive or unusual features than the base or primary game. In oneembodiment, the bonus or secondary game may be any type of suitablegame, either similar to or completely different from the base or primarygame.

In one embodiment, the triggering event or qualifying condition may be aselected outcome in the primary game or a particular arrangement of oneor more indicia on a display device in the primary game. The triggeringof one bonus game for gaming system 10 via game play is discussed indetail below. In other embodiments, the triggering event or qualifyingcondition occurs based on exceeding a certain amount of game play (suchas number of games, number of credits, amount of time), or reaching aspecified number of points earned during game play.

In another embodiment, processing 12 of gaming system 10 or a centralserver 56 (see FIG. 2B discussed above) provides the player one or moreplays of one or more secondary games randomly. In one such embodiment,gaming system 10 does not provide any apparent reason to the player forqualifying to play a secondary or bonus game. Here, qualifying for abonus game is not triggered by an event in or based specifically on anyof the plays of any primary game. That is, gaming system 10 may simplyqualify a player to play a secondary game without any explanation oralternatively with simple explanations. In another embodiment, gamingsystem 10 (or central server 56) qualifies a player for a secondary gameat least partially based on a game triggered or symbol triggered event,such as at least partially based on the play of a primary game.

In one embodiment, gaming system 10 includes a program which beginsautomatically a bonus round after the player has achieved a triggeringevent or qualifying condition in the base or primary game. In anotherembodiment, after a player has qualified for a bonus game, the playermay subsequently enhance his/her bonus game participation throughcontinued play on the base or primary game. Thus, for each bonusqualifying event, such as a bonus symbol, that the player obtains, agiven number of bonus game wagering points or credits may be accumulatedin a “bonus meter” programmed to accrue the bonus wagering credits orentries toward eventual participation in a bonus game. The occurrence ofmultiple such bonus qualifying events in the primary game may result inan arithmetic or exponential increase in the number of bonus wageringcredits awarded. In one embodiment, the player may redeem extra bonuswagering credits during the bonus game to extend play of the bonus game.

In one embodiment, no separate entry fee or buy-in for a bonus game isneeded. That is, a player may not purchase entry into a bonus game;rather they must win or earn entry through play of the primary game,thus encouraging play of the primary game. In another embodiment,qualification of the bonus or secondary game is accomplished through asimple “buy-in” by the player. One example of a “buy-in” discussed belowis a side bet. The player must make a separate side-wager on the bonusgame or wager a designated amount in the primary game to qualify for thesecondary game.

Blackjack Game With Bonus Example Embodiments

More specifically, referring now to FIG. 5, one example of how the gametable of the present disclosure can be employed is shown by theembodiment of a blackjack game using example game table 100. Theblackjack game illustrates simultaneous game play on a singledisplay/input device of game table 100. The blackjack game illustratesthe concept of dividing certain areas for each player and enabling eachplayer to customize his or her area as well as being the only playerallowed to input changes in the area. The blackjack game illustrates atransition from game control of the movement of game items to gamecontrol of such items. The blackjack game also illustrates spaceoptimization of surface of display/input device 102 of game table 100,including displayed chips, game pieces and input devices that can beminimized. The displayed chips can be “handled” or moved singly or inbulk. The game via game table 100 is played using many of the samemethods as live game table blackjack such placing an additional chip todouble down or split (such as by gestures or movements by a player).

One example embodiment of a blackjack game using game table 100 isillustrated in FIG. 5. Here, four players 80 a, 80 b, 80 c and 80 d playthe blackjack game simultaneously, each player having a correspondingquadrant 82 a, 82 b, 82 c and 82 d of surface of display/input device102. Player 80 a is the diamond player and places his or her bet onmoveable diamond wager placement area 84 a. Player 80 b is the heartplayer and places his or her bet on moveable heart wager placement area84 b. Player 80 c is the spade player and places his or her bet onmoveable spade wager placement area 84 c. Player 80 d is the clubsplayer and places his or her bet on moveable clubs wager placement area84 d. Each wager placement area 84 a to 84 d is moveable only withineach player's quadrant 82 a to 82 d respectively, in one embodiment.Example wager placement areas 84 a to 84 d are displayed in theillustrated embodiment.

While game table 100 is shown as a rectangle with four separations orplaying stations 82 a to 82 d, game table 100 can have a different (suchas a square, circular, oblong or elliptical) shape. Such shapes can bedivided into any desired number of separations or playing stations 82 ato 82 d and can change based on the number of players playing. Forexample, if only two players are playing, game table 100 is divided intotwo sections; if five players are playing, game table 100 is dividedinto five sections; and so on until reaching a maximum number ofplayers. In certain embodiments, “Add Player” and “Subtract Player”buttons or a keypad input (which can be minimized as described below)are provided to increase or decrease the number of playing stations.

Each player has a plurality of displayed chips 86, which are placed instacks. For example, for a $5.00 minimum table, a player cashing in$20.00 will get a stack of four chips 86. A player cashing in $100.00can get for example two stacks of 10 chips. In various embodiments, thedisplayed chips appear in three-dimensions with bottom chips appearingto be under surface of display/input device 102. The three-dimensionalimages are customized for each player's position as illustrated in thisexample, so that the images are oriented properly for the differentpositions at game table 100.

Game table 100 deals virtual cards 88 from virtual deck 90 onto dealrail 92. Typically, players are not supposed to touch their cards inblackjack, so cards 88 are not moveable once dealt in one embodiment.FIG. 5 illustrates a card 88 being dealt from deck 90 to player 80 d.Game table 100 slides the card off of the deck into the proper positionon rail 92. As the sliding takes place or once the card reaches rail 92,game table 100 reveals the card to the player.

Game table 100 also deals the dealer's virtual hand 94. A first card isdealt face-down, and second card is dealt face-up adjacent to theface-down card to form the dealer hand 94 as shown. The blackjack gameproceeds sequentially such as beginning with diamond player 80 a. Uponbeing dealt a king and a queen, player 80 a decides to stay. To do so,player 80 a moves his or her hand side-to-side above surface ofdisplay/input device 102 as illustrated, within quadrant 82 a, which atthis time is the only active quadrant. In one embodiment, one or more IRcapable cameras or readers beneath surface of display/input device 102detect the player's hand moving side to side without the player havingto actually touch the surface of display/input device 102. In variousembodiments, actions taken in other quadrants 82 (referring collectivelyto remaining quadrants) are ignored or not allowed.

Game table 100 then activates quadrant 82 b for heart player 80 b.Active quadrants are indicated or highlighted such as brightened in.Non-active quadrants can be dulled or deemphasized. Upon being dealt apair of aces, player 80 b decides to split the pair. To do so, player 80b moves a displayed chip 86 from one of his or her piles to wagerplacement area 84 b as illustrated, located within quadrant 82 b, whichat this time is the only active quadrant. Actions taken in otherquadrants 82 (referring collectively to remaining quadrants) are ignoredor not allowed.

In one embodiment, placing the player's finger directly over but nottouching the surface of display/input device 102 highlights the top chipand causes the top chip 86 to follow the player's finger to wagerplacement area 84 b, where it is snapped into position. Touching thepile of chips 86 highlights the entire stack, which can then be moved asa stack to different parts of the player's quadrant or to the wagerplacement area. In one embodiment, the player can move his or her chipswithin the respective quadrant while it is non-active but cannot wagerthe chips. Even when a quadrant is active, an invalid additional wagerattempt is ignored, e.g., the displayed chips are not allowed to enterthe wager placement area.

In another embodiment, touching a stack of chips once causes the topchip to be highlighted and be moveable. The number “1” can appear on thetop chip. Touching a stack of chips twice in succession causes the twotop chips 86 to be highlighted and be moveable. The number “2” canappear on the top chip, and so on. Once the number of taps exceeds thenumber of chips 86 in a stack, no chips are highlighted so that theplayer can undue a wager decision.

Game table 100 then activates quadrant 82 c for spade player 80 c. Uponbeing dealt a three and an eight, player 80 c decides to double down. Todo so player 80 c moves a displayed chip 86 from one of his or her pilesto wager placement area 84 c as illustrated, located within quadrant 82c, which at this time is the only active quadrant. Actions taken inother quadrants 82 (referring collectively to remaining quadrants) areignored or not allowed in this example embodiment, although multipledifferent player actions can be facilitated in other embodiments.

The quadrants as illustrated provide a visual confirm message, e.g.,“stay”, “split”, “double down” and “hit” to confirm the player's choiceand to provide a hand-shake like message to the player that game table100 understands the player's intent. In one embodiment, the player canremove a chip 86 from a wager placement area after placing the chip inthe area until the player moves his or her hand off of the chip and awayfrom the wager placement area, after which the bet is made and creditmeter 20 and bet meter 22 are updated accordingly. The above mentioned“split” or “double down” confirm messages are shown as soon as the chipbegin to enter the wager placement area, so that the player is madeaware that game table 100 is about to accept the wager.

Game table 100 then activates quadrant 82 d for clubs player 80 d. Uponbeing dealt a four and a three, player 80 d decides to hit. To do so,player 80 d moves his or her hand up and down above surface ofdisplay/input device 102 as illustrated, within quadrant 82 d, which atthis time is the only active quadrant. One or more IR capable cameras orreaders beneath surface of display/input device 102 detect the player'shand moving up and down without the player having to actually touchsurface of display/input device 102. Actions taken in other quadrants 82(referring collectively to remaining quadrants) are ignored or notallowed. Confirm message “hit” enables game table 100 to hand-shake withthe player letting the player know that an additional card, here a tenis going to be dealt.

Quadrant 82 a shows an alternative apparatus and method for the playerto “hit” or “stay.” Game table 100 provides a “hit” button 96 a, whichthe player can press for an additional card. Game table provides a“stay” button 96 b, which the player can press to not accept anothercard. “Hit” button 96 a and “stay” button 96 b each include a minimizesymbol “−”, which the player can press to cause the associated button tobecome minimized. It is contemplated to provide a number of options thatare normally minimized to conserve surface of display/input device 102as a bank of expand symbols “+” 96 c (here along the playing side ofdeal bar 92). The player can press any of the expand symbols 96 c toenlarge the symbol to a button and activate the function of the button.When the player no longer wishes to have the button enabled, the playerpressed minimize symbol “−”, after which the corresponding expand symbol“+” 96 c appears at its designated position along the bank of symbols96. Symbols 96 can be color coded. Maintaining consistent positioning ofthe symbols in the bank also enables players to become familiar with thesymbols quickly.

In various embodiments, the game table provides extra functionality toeach player through one or more further inputs. For example, “Me” button98 (which can also be minimized) enables the player to customize theplayer stations 82 a to 82 d. For example, pressing “Me” button 98 canenable the player to change game symbols, such as from the heart to afavorite sports or school logo, change background color, set background,e.g., from a menu of backgrounds, change loudness of sound from speakers50, or changes brightness. “Me” button 98 can also provide help to aplayer when deciding to hit or stay (which may be always available oronly when player has lost a certain amount or has only a certain amountof credits or chips remaining, since game system 10 knows how manycredits the player has). In various embodiments, such extra inputsenable multiple players to each perform extra activities while playingthe primary or secondary game on the same display/input device. Theseextra activities can range from playing side games to using theinternet. It should be appreciated that the “me” button can also enablethe player to access an player account such as a player trackingaccount. Each player's account can store any suitable informationregarding or for the player such as, but not limited to, playerpreferences, favorite games, and favorite table layout, configurationsor colors. It should also be appreciated that in certain embodiments,the “me” button enables the player to access non-gaming conciergefunctions, such as placing food and/or beverage order, securing areservation at a restaurant, or purchasing show tickets.

As discussed herein, game table 100 can be used to provide interactiveand exciting bonus games in addition to the base games, such as theblackjack game just described. In the embodiment illustrated in FIG. 5,the bonus game requires that the players win bonus outcomes or tokenssuch as bonus balls in base blackjack play. In this example, the bonusgame and blackjack game interact, and the bonus game can affect theplayer's play in the primary blackjack game certain situations asdiscussed below.

The following describes various embodiments of such example bonus game,however it should be appreciated that the game table disclosed hereincan use the features described herein in alternative manners.

In this illustrated example, to be eligible to win a bonus ball, theplayer has to place a side wager, which overhead display 52 informs is$5.00 (or the minimum blackjack be per hand). Each player 80 a to 80 dplaces a side bet in bonus wager area 106 a to 106 d, respectively, inthe same manner described above for placing the blackjack wager. Theplayer pulls a chip 86 off of one of the player's chip piles and placesit in bonus wager area 106 a to 106 d.

As shown by display 52, the player having the high hand (withoutbusting) wins a bonus ball, the use of which is described below. In oneembodiment, no bonus ball is awarded when multiple players tie for thehigh hand (bonus balls can accumulate until a single person obtains thehigh hand). In another embodiment, each player who ties for the highhand wins a bonus ball. In a further embodiment, the player who ties forthe high hand and wins a playoff wins the bonus ball. The player whoplaces a higher base game wager or who draws the most cards in theblackjack game wins the playoff for example.

In one embodiment, the player also has to beat the dealer to win a bonusball. Thus, there is no incentive not to try to beat the dealer in thisembodiment. An incentive may exist however to beat another player inthis example embodiment. Thus, if the dealer is showing a six and has toget at least seventeen, player 80 a has stayed at fourteen, and player80 b has thirteen, player 80 b may take another hit to beat player 80 aeven though the player might otherwise stay, thinking that dealer willbust.

In another embodiment, the player does not have to beat the dealer towin a bonus ball. Here, there may be an incentive not to try to beat thedealer in addition to the above incentive to beat another player. Ifplayer 80 d is the last player in the sequence and has a high hand ofsixteen and dealer is showing a king, the player may decide to stay atthe high hand, take the bonus ball and forgo a chance to increase theplayer's hand even though the dealer is likely to have a high handbeating sixteen. It should be appreciated that any other suitable gamemay be employed to accumulate bonus outcomes, tokens, or balls.

In either case above, it is advantageous to play last in the sequence(i.e., be on third base), thus it is contemplated in one embodiment torotate the first deal to the player's sequentially (e.g., player 80 a isdealt first in a first game, player 80 b is dealt first in the secondgame, and so on). Displaying the deck in the middle of game table 100facilitates such rotation.

As seen in FIG. 5, spade player 80 c is not placing a side bet, however,player 80 c is counted in determining high hand for the award of a bonusball. Thus, side bet players 80 a, 80 b, and 80 d have to beat player 80c to win a bonus ball.

In one embodiment, when game table 100 is less than full, the bonus ballis still awarded to the high player unless only a single player isplaying (which may discourage single players). Overhead display 52 ofFIG. 5 illustrates an alternative embodiment in which each playercompetes against “ghost” hands 108 a to 108 d displayed on the display.Thus, even if only a single player is playing gaming system 10, theplayer still plays against a full lineup of other hands.

Here, a tie with the highest ghost hand 108 a to 108 d can result in nobonus ball. Alternatively, a tie with the high ghost hand 108 a to 108 dcan result in a bonus ball for the winner automatically or a playoff(may be desirable if ghost hands played according to optimal playalgorithm), e.g., more cards drawn wins. Alternatively, (for any tiesituation) cards can eventually be dealt to each tied hand, high cardswin, until a winner is determined.

Also, two or more players 80 a to 80 d may beat each of the ghost hands108 a to 108 d (e.g., many or all ghost hands bust). Here, the highesthand of the two or more players wins the bonus ball. If the two or moreplayers are also tied, any of the embodiments for such conditiondiscussed above can be used to resolve the condition.

FIG. 5 thus illustrates one way of equalizing the bonus game so that thebonus game is played the same regardless of how many players are playingthe base blackjack game. It should be appreciated that other suitableways may be employed.

Referring now to FIG. 6, another way of achieving equal bonus play isillustrated. Here, no player is playing at station 82 b (players 80 a,80 c and 80 d could decide to press a “subtract player” button toreconfigure game table 100 to having only three stations). Overheaddisplay 52 illustrates another alternative embodiment for when less thanall possible players are playing the blackjack base game. Here, gamingsystem 10 plays a ghost hand 108 for the unfilled station, e.g., heartstation 82 b. All embodiments for when the high hand player ties withghost hand 108 discussed above for FIG. 5 apply here. All embodimentsfor when two or more players hold the high hand discussed above for FIG.5 apply here.

Overhead display 52 also shows how many bonus balls each player hasaccumulated for the next bonus. It should be appreciated that players 80a to 80 d do not have to place a side wager on each hand to becomeeligible for the bonus. Clubs player 80 d may for example be satisfiedwith three bonus balls for the next bonus and decline to place anyadditional side bets before the next bonus triggering event.

The bonus game can be initiated or triggered in a plurality of differentways. For example, a certain number of bonus balls, e.g., seven,accumulated and displayed on overhead screen 52 can trigger the bonus.The side bets build a progressive bonus pot. In an alternativeembodiment when the progressive pot grows to a certain amount, the bonusis triggered. In a further alternative embodiment, a certain blackjackoutput (or combination of outputs) triggers the bonus. For example, oneor more blackjack hands could trigger the bonus.

FIG. 7 illustrates one example embodiment of a wheel bonus game playedusing gaming system 10 and game table 100 of the present disclosure. Thewheel bonus game illustrates how the underlying blackjack game can becleared away or replaced to maximize the area of the group bonus game.The game shows a reverse transition of the movement of a game piece(such as a bonus ball) from player control to game control on the wheel.Further, the gaming system enables players to place their bonus balls onthe bonus wheel simultaneously, which heightens the interactiveexperience and makes the table play more like a real game table (i.e.,instead of a multiple video display game table).

This example also demonstrates a further competition between the players(i.e., each player competes for the highest possible awards on thewheel) and provides the players with a gaming experience, in which theyhave influence. In the embodiment described herein which employs arandom number generator, to determine the final location of the bonusballs on the wheel, the outcomes are randomly determined by a randomnumber generator and each player's initial or starting placements orpositions of their bonus balls on the wheel does not affect the finalpositions. In the embodiment described herein which employs a virtualphysics engine to determine the final locations of the bonus balls onthe wheel, in certain configurations, the outcomes are in part based oneach player's initial or starting placements or positions of the bonusballs on the wheel. It should also be appreciated that this embodimentwhere the players place the bonus balls on the wheel has a timingelement in that each of the players may try to place their bonus ballson the wheel as fast as possible to fill in certain of the initialstarting positions of the bonus balls. It should be appreciated that thegaming system may also be configured to enable the players to placetheir bonus balls in groups. It should further be appreciated that incertain embodiments, the gaming system can employ a gravity effect whichappears to pull the balls downwardly on the wheel from their initial orstarting positions at any suitable time during play of the secondarygame including the wheel and the bonus balls.

More specifically, the bonus game of FIG. 7 includes a displayed wheel110, which appears in place of the blackjack game on the display/inputdevice of FIGS. 5 and 6. Large overhead display 52 instructs the playersto designate one of the players to touch the gold slice of the wheel andspin the wheel to start the bonus game. Any player can spin the wheel ineither direction. Alternatively, wheel 110 starts to spin automatically.

In one embodiment, once spinning, each player places their bonus ballsonto the wheel 110. This bonus wheel shows an example of how game table100 can be employed to provide a transition from player control of themovement of an object to gaming system control. A player having multiplebonus balls can place the balls on wheel 110 sequentially or two or moreballs at the same time. In other embodiments, different bonus playerscan take turns placing their balls on wheel 110 or place the balls onwheel 100 at the same time.

In one embodiment, gaming system 10 employs a suitable physics enginethat mathematically predicts in which slice of wheel 110 each player'sbonus balls land based on various factors such as initial velocity,assumed mass, volume, shape and material hardness of the item or ball,angles at which the item hits different obstructions on the wheel,platform, other items, etc., and speed of the wheel, etc. These factorsdetermine the odds and probabilities of obtaining the various outcomes.The bonus balls therefore substantially appear to move and bounce asthey would in real life. This example thus illustrates how the gametable including the display/input device of the present disclosureprovide a virtual gaming experience which is more like a live tablegaming experience, while still providing all of the security and otheradvantages of a fully automated gaming system controlled environment.

Continuing with this illustrated example embodiment, it should beappreciated that the awards associated with the wheel can be determinedin any suitable manner. In one example embodiment, the bonus game hasfour progressive pools including a Platinum progressive pool whichstarts a $200, a Gold progressive pool which starts at $100, a Silverprogressive pool which starts at $25, and a Bronze progressive poolwhich starts at $10. In one embodiment, the Platinum progressive poolincrements at a rate of 5% of the side wagers made to play for or obtainbonus balls, the Gold progressive pool increments at a rate of 3% of theside wagers made to play for or obtain bonus balls, the Silverprogressive pool increments at a rate of 2% of the side wagers made toplay for or obtain bonus balls, the Bronze progressive pool incrementsat a rate of 1% of the side wagers made to play for or obtain bonusballs.

In one embodiment, since there are multiple sections of the wheel whichare Silver (e.g., two sections) and Bronze (e.g., three sections), thegaming system maintains multiple progressives for each such level sothat if multiple bonus balls land in those sections, each ball (orplayer with such ball) is entitled to win the progressive award at thatlevel. In one embodiment, such multiple same level progressive awardswould thus be maintained at the same amounts such as two Silverprogressive pools each having a same starting or reset value and a sameincrement rate such as an increment rate of 2% of the side wagers madeto play for or obtain bonus balls, and three Bronze progressive poolseach having a same starting or reset value and a same increment ratesuch as an increment rate of 1% of the side wagers made to play for orobtain bonus balls.

Additionally, certain such embodiments account for the situation if oneof the same level pools (such as one of the Silver progressive pools) isawarded and one is not awarded. In one such embodiment, the portion ofsuch progressive pool which is incremented from the side wagers is addedto the next reset value for such level pools. For example, if only oneSilver pool is awarded at a value of $49 (i.e., $25 from the initialvalue and $24 from the increments based on the side wager), then the $24from the second Silver pool (which is not awarded) is divided for thereset for both Silver pools. Such reset values would be $37 for eachSilver progressive pool (i.e., $25 from the initial value and $12 fromthe leftover increment value of the second pool—which is half of thesecond Silver Progressive pool increment value). It should also beappreciated that the division of the leftover increment value(s) willdepend on how many pools are at that level and how many pools areawarded.

In an alternative embodiment, the gaming system maintains a singleprogressive pool for each level so that if multiple bonus balls land inthose sections, each ball (or player with such ball) is entitled toshare of the progressive award at that level. In one embodiment, thetotal number of shares in the progressive is determined by the totalnumber of bonus balls that land on the progressive level indicator. Itshould also be appreciated that there may be multiple wheel segmentsthat map to a single progressive level. It is therefore possible formultiple balls of one player to stop on or within a single progressivelevel by either coming to rest on or within the same wheel segment or bycoming to rest in different wheel segments that share the sameprogressive level. In either case, each additional bonus ball for suchplayer increases their number of shares in the progressive award.

It should also be appreciated that multiple wheels and/or multiple playsof the wheel can be provided. It should also be appreciated that othersuitable devices (besides wheels) can be displayed as the bonus display.

It should be appreciated that the above example embodiments of thepresent disclosure provide a gaming system that enables players tocompete for game outcomes or tokens (such a bonus balls) in an at leastpartially skill based gaming event (such a blackjack) for use in asecond random event (such as the spin of the bonus wheel).

It should also be appreciated that the above example embodiments of thepresent disclosure provide a gaming system that enables multiple playersto simultaneously interact with a displayed bonus game.

It should also be appreciated that the present disclosure provides agaming system that enables multiple players to simultaneously interactwith a displayed primary game.

It should also be appreciated that the above example embodiments of thepresent disclosure provide a gaming system that enables multiple playersto interact with a separate physical bonus device such as a device whichinteracts with the above described wheel.

As indicated above, in alternative embodiments, the gaming systemprovides alternative primary or base games such as non-skill basedgames. One such example is a gaming game table that displays and enablesmultiple players to simultaneously play one or more slot type game. Theslot games may be any suitable slot games. In such slot games, theplayers are not competing with one another, but the game table providesa group or live table experience. In one alternative embodiment, theplayers are playing their individual slot games competing for tokenssuch as bonus balls. For each play or set of plays of the slot games,the player who obtains a designated level or result (such as the playerto obtain the best win) obtains the bonus ball. As above, ties can bedetermined in any suitable manner (such as the player who obtainedcertain symbols). The tokens or bonus balls are used to play a bonussuch as these described above. In other embodiments, the game table 100provides for tournament type play between the players at the game table.

In further alternative embodiments, the gaming system provides theplayers with the option to play side or extra games while player a maingroup game such a blackjack. The gaming system can display such side orextra games in a suitable section of the player area. In suchembodiments, the display/input device is configured to receive inputssimultaneously from multiple players for play of these side or extragames.

It should be appreciated that the gaming system of the presentdisclosure enables each of one or more players to simultaneously playone or more primary games and one or more secondary games. It shouldfurther be appreciated that the gaming system enables each of theplayers to readily switch back and forth between such games.

It should also be appreciated that in further embodiments, the gamingsystem enables one or more of the players to place additional bets orwagers such as side bets as one or more other players or mid-game betson one or more other players. In various example embodiments: (a) oneplayer can bet that another player will bust; (b) one player can betthat another player will hit 21; and (c) one player can bet that anotherplayer will win. The gaming system can enable these bets to be placedsimultaneously or in turn.

It should be understood that various changes and modifications to thepresently preferred embodiments described herein will be apparent tothose skilled in the art. Such changes and modifications can be madewithout departing from the spirit and scope of the present subjectmatter and without diminishing its intended advantages. It is thereforeintended that such changes and modifications be covered by the appendedclaims.

1. A gaming system comprising: a game table having a single multiplayerdisplay/input device; and at least one processor configured to operatewith the single multiplayer display/input device to: (a) display a playof a wagering game to a plurality of players using the singlemultiplayer display/input device, wherein the single multiplayerdisplay/input device is configured to enable the plurality of players tosequentially take turns in said play of the wagering game using thesingle multiplayer display/input device, (b) display any awardsresulting from said play of the wagering game using the singlemultiplayer display/input device, (c) display a play of a secondary gameto the plurality of players, wherein the single multiplayerdisplay/input device is configured to enable each of the plurality ofplayers to simultaneously make an input for said play of the secondarygame using the single multiplayer display/input device, and (d) displayany awards resulting from said play of the secondary game using thesingle multiplayer display/input device.
 2. The gaming system of claim1, wherein the single multiplayer display/input device is configured toenable each of the plurality of players to simultaneously make a wageron said play of the wagering game using the single multiplayerdisplay/input device.
 3. The gaming system of claim 1, wherein thesingle multiplayer display/input device is configured to enable each ofthe plurality of players to make a side wager on said play of thewagering game using the single multiplayer display/input device.
 4. Thegaming system of claim 1, wherein the wagering game is a blackjackwagering game.
 5. The gaming system of claim 1, wherein the display ofsaid play of the secondary game includes a display of a wheel.
 6. Thegaming system of claim 5, which is configured such that the input madeby each player is an input placing a displayed object on the displayedwheel for said play of the secondary game using the single multiplayerdisplay/input device.
 7. The gaming system of claim 6, wherein the atleast one processor is configured to use a random number generator todetermine the position of each of the displayed objects on the displayedwheel.
 8. The gaming system of claim 6, wherein the at least oneprocessor is configured to use a virtual physics engine to determine theposition of each of the displayed objects on the displayed wheel.
 9. Agaming system comprising: a game table having a single multiplayerdisplay/input device; and at least one processor configured to operatewith the single multiplayer display/input device to: (a) display aplurality of plays of a wagering game to multiple players, wherein thesingle multiplayer display/input device is configured to enable theplurality of players to simultaneously make wagers on said play of thewagering game using the single multiplayer display/input device, (b) foreach of a plurality of said plays of the primary wagering game, randomlydetermine which of the plurality of players earn a bonus outcome, (c)for each player, display an indication of the bonus outcomes earned bythe player, and (d) after a triggering event, (i) display a bonusdisplay using the single multiplayer display/input device, (ii) enableeach of the plurality of the players who have earned a designated amountof bonus outcomes to simultaneously move at least one of the player'searned bonus outcomes relative to the bonus display using the singlemultiplayer display/input device, (iii) display said earned bonusoutcomes moving to positions relative to the bonus display using themultiplayer display/input device base, said positions determined by avirtual physics engine, and (iv) display any awards determined based thepositions of the bonus outcomes relative to bonus display using themultiplayer display/input device.
 10. The gaming system of claim 9,wherein the single multiplayer display/input device is configured toenable each of the plurality of players to sequentially take turns insaid play of the wagering game using the single multiplayerdisplay/input device.
 11. The gaming system of claim 9, wherein thesingle multiplayer display/input device is configured to enable each ofthe plurality of players to make a side wager on said play of thewagering game using the single multiplayer display/input device.
 12. Thegaming system of claim 9, wherein the wagering game is a blackjackwagering game.
 13. The gaming system of claim 9, wherein the display ofsaid play of the secondary game includes a display of a wheel.
 14. Thegaming system of claim 13, wherein the single multiplayer display/inputdevice is configured to display each of the bonus outcomes as an objectand to enable each of the plurality of players to simultaneously placeone of the displayed objects on the displayed wheel for said play of thesecondary game using the single multiplayer display/input device.
 15. Agaming system comprising: a game table having a single multiplayerdisplay/input device; and at least one processor configured to operatewith the single multiplayer display/input device to: (a) display aplurality of plays of a blackjack wagering game to multiple playersusing the single multiplayer display/input device, wherein the singlemultiplayer display/input device is configured to enable the pluralityof players, for each play of the blackjack wagering game to: (i)simultaneously make wagers on said play of the blackjack wagering gameusing the single multiplayer display/input device, and (ii)simultaneously make side wagers to earn a bonus ball for said play ofthe blackjack wagering game using the single multiplayer display/inputdevice, and (b) after a triggering event, (i) display a wheel using thesingle multiplayer display/input device, (ii) enable a plurality of theplayers who have earned a designated amount of bonus balls tosimultaneously place such earned bonus balls on the wheel using thesingle multiplayer display/input device, and (iii) display any awardsdetermined based on positions of the bonus balls on the wheel using thesingle multiplayer display/input device.
 16. The gaming system of claim15, wherein the at least one processor is configured to use a randomnumber generator to determine the positions of the bonus balls on thewheel.
 17. The gaming system of claim 15, wherein the at least oneprocessor is configured to use a virtual physics engine to determine thepositions of the bonus balls on the wheel.
 18. The gaming system ofclaim 15, wherein the at least one processor is configured provide oneof the bonus balls to the player in the play of the blackjack game by ifa designated winning condition occurs for the player.
 19. The gamingsystem of claim 15, wherein a plurality of different progressive awardsare associated with sections of the wheel.
 20. A method of operating agaming system, said method comprising: (a) providing a plurality ofplays of a blackjack wagering game to a plurality of players, whichincludes for each play of the blackjack wagering game, enabling each ofthe plurality of players to: (i) make a wager on said play of theblackjack wagering game, and (ii) make a side wager to earn a bonusobject for said play of the blackjack wagering game; and (b) determiningif a triggering event occurs, and if the triggering event occurs: (i)displaying a bonus display, (ii) enabling the players who have earned adesignated amount of bonus objects to place said earned bonus objectsrelative to the bonus display, and (iii) if one of the bonus objectsplaced by one of the players is positioned in a designated location ofthe bonus display, providing a progressive award to the player, saidprogressive award funded by the side wagers made by the players.
 21. Themethod of claim 20, which includes simultaneously enabling players tomake the wagers on each said play of the blackjack wagering game using asingle multiplayer display/input device.
 22. The method of claim 20,which includes simultaneously enabling players to make the side wagerson each said play of the blackjack wagering game using the singlemultiplayer display/input device.
 23. The method of claim 20, whereindisplaying the bonus display includes displaying a wheel.
 24. The methodof claim 23, wherein enabling the players who have earned the designatedamount of bonus objects to place such earned bonus objects relative tothe bonus display includes enabling the players to place the bonusobjects on the wheel.
 25. The method of claim 23, wherein enabling theplayers who have earned the designated amount of bonus objects to placesuch earned bonus objects relative to the bonus display includesenabling the players to simultaneously place the bonus objects on thewheel.
 26. The method of claim 20, which include using a random numbergenerator to determine the positions of each of the displayed objects onthe bonus display.
 27. The method of claim 20, which include using avirtual physics engine to determine the positions of each of thedisplayed objects on the bonus display.